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Pathfinder Bug reports

I don't know if this is a bug or feature request, but when a Ranger chooses the favoured terrain "Plain (Specify)" there is no way to specify. Getting an input field so this can be on the character sheet would be great.

To be fixed.
 
Just one thing I stumbled upon when creating an NPC with the half-dragon template today.
The breath weapon is grayed out and says "requirements not met" in the special tab, but what are those requirements? It doesn't show up as an error, but is N/A when looking at the character sheet too.

Happened both for an 11th level hobgoblin and a 1st level human with the template applied.

Read the breath weapon description thouroughly - there was a big change from d20 to Pathfinder - "The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon..."

Your examples have no racial HD, only class levels, so the breath weapon deals no damage, so it disables itself in those cases.
 
Can anyone else duplicate this? I just tested this on my non-development copy of HeroLab (which sees the same downloads you do), and Magical Knack shows a list of spellcasting classes there, too.

I've looked through the change history for the traits file, and magical knack has always offered classes, never spells.

It turns out that the caster classes were amongst (alphabetically) the list of spells in the Magical Knack drop-down box. When creating a Sorceror any spells chosen are added to the list of options for magical knack.
 
Read the breath weapon description thouroughly - there was a big change from d20 to Pathfinder - "The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon..."

Your examples have no racial HD, only class levels, so the breath weapon deals no damage, so it disables itself in those cases.

Ah my bad, I must've missed that when converting the Red Hand of Doom NPCs. ><
Thanks. :)
 
It turns out that the caster classes were amongst (alphabetically) the list of spells in the Magical Knack drop-down box. When creating a Sorceror any spells chosen are added to the list of options for magical knack.

And I had never tested it on a character with memorized/known spells - I always just added a few classes to a new character, and made sure that the list only showed those among them that had spellcasting capability. This will be fixed in the next update. Thanks for pointing it out.
 
The language selection logic wasn't changed in this update. What race are you testing this on?

Most races offer only around 6 language options.

An elf. Guess I wasn't really thinking (or referencing the Core rulebook) in regards to starting languages. :o
 
Ok, so hopefully I didn't misread anything on this one and I couldn't find any other posts on topic either.

In PRPG mithral armor makes the armor one step lighter, but still requires the base item's armor proficiency feat. But a mithral breastplate, for example, shows as legal and without penalty for a rogue or bard even if they don't have medium armor proficiency.
PRD (equipment chapter) said:
Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor.

Also, it seems like the program stacks the masterwork reduction to armor check penalty with the mithral one (so the total reduction is 4), which I don't think it's supposed to.
e.g. A mithral full plate has a penalty of -3 and a mithral breastplate a penalty of -1, but shows as -2 and 0 respectively.

Thanks for the frequent updates. :)
 
The armor check penalty has been fixed and I've put the proficiency error on my to-do list.
 
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I don't know if anyone has reported this one yet. When making a intelligent weapon, under lesser powers it still lists listen, search, and spot. Should these not be under perception. Also the powers have a price cost, but when you make the final weapon the price is only for the base weapon. One more item why can you not equip a shield as a weapon. For shield bashing purposes.
 
I'm afraid intelligent weapons have been something I've wanted to get to for a while, and I apologize that I haven't done so yet. There have been a number of issues reported for them here and in the d20 forum, but there have always been higher priorities left on my to-do list.

So, fixing intelligent weapons is on my to-do list, as are weapon stats for shields.
 
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The halfling staff can be used as essentaillay a club as well as a sling. It may not be a bug but it would be nice to see both the sling damage as well as the melee damage (I play a halfling so while I can just add a club to the weapons it adds weight and being a small creature I am already close to be encumbered. Just asking :) Thanks
 
The halfling staff can be used as essentaillay a club as well as a sling. It may not be a bug but it would be nice to see both the sling damage as well as the melee damage (I play a halfling so while I can just add a club to the weapons it adds weight and being a small creature I am already close to be encumbered. Just asking :) Thanks

Entirely separate ranged and melee stats are something that a number of weapons need. This is already on my to-do list.

You can use the Encumberance adjustment on the "Other Adjustments" table on the Adjust tab to subtract the weight of the club you've added.
 
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